Game list in Lobby is now shown and updated even after joining or creating a game. Game updates will be sent by the server at all times (even during the game).

This commit is contained in:
lotodore
2007-09-29 14:05:41 +00:00
parent 390837f332
commit 3c88ba8bbe
19 changed files with 407 additions and 197 deletions
+49 -50
View File
@@ -399,7 +399,6 @@ AbstractClientStateReceiving::Process(ClientThread &client)
NetPacketRemovedFromGame::Data removedData;
tmpPacket->ToNetPacketRemovedFromGame()->GetData(removedData);
client.ClearPlayerDataList();
client.ClearGameInfoMap();
client.GetCallback().SignalNetClientRemovedFromGame(removedData.removeReason);
client.SetState(ClientStateWaitJoin::Instance());
}
@@ -430,6 +429,54 @@ AbstractClientStateReceiving::Process(ClientThread &client)
// Signal to GUI and remove from data list.
client.RemovePlayerData(playerLeftData.playerId);
}
else if (tmpPacket->ToNetPacketGameListNew())
{
// A new game was created on the server.
NetPacketGameListNew::Data gameListNewData;
tmpPacket->ToNetPacketGameListNew()->GetData(gameListNewData);
// Request player info for players if needed.
PlayerIdList::const_iterator i = gameListNewData.gameInfo.players.begin();
PlayerIdList::const_iterator end = gameListNewData.gameInfo.players.end();
while (i != end)
{
PlayerInfo info;
if (!client.GetCachedPlayerInfo(*i, info))
{
// Request player info.
client.RequestPlayerInfo(*i);
}
++i;
}
client.AddGameInfo(gameListNewData.gameId, gameListNewData.gameInfo);
}
else if (tmpPacket->ToNetPacketGameListUpdate())
{
// An existing game was updated on the server.
NetPacketGameListUpdate::Data gameListUpdateData;
tmpPacket->ToNetPacketGameListUpdate()->GetData(gameListUpdateData);
if (gameListUpdateData.gameMode == GAME_MODE_CLOSED)
client.RemoveGameInfo(gameListUpdateData.gameId);
}
else if (tmpPacket->ToNetPacketGameListPlayerJoined())
{
NetPacketGameListPlayerJoined::Data playerJoinedData;
tmpPacket->ToNetPacketGameListPlayerJoined()->GetData(playerJoinedData);
client.ModifyGameInfoAddPlayer(playerJoinedData.gameId, playerJoinedData.playerId);
// Request player info if needed.
PlayerInfo info;
if (!client.GetCachedPlayerInfo(playerJoinedData.playerId, info))
{
client.RequestPlayerInfo(playerJoinedData.playerId);
}
}
else if (tmpPacket->ToNetPacketGameListPlayerLeft())
{
NetPacketGameListPlayerLeft::Data playerLeftData;
tmpPacket->ToNetPacketGameListPlayerLeft()->GetData(playerLeftData);
client.ModifyGameInfoRemovePlayer(playerLeftData.gameId, playerLeftData.playerId);
}
else
retVal = InternalProcess(client, tmpPacket);
}
@@ -497,55 +544,7 @@ ClientStateWaitJoin::InternalProcess(ClientThread &client, boost::shared_ptr<Net
int retVal = MSG_SOCK_INTERNAL_PENDING;
ClientContext &context = client.GetContext();
if (packet->ToNetPacketGameListNew())
{
// A new game was created on the server.
NetPacketGameListNew::Data gameListNewData;
packet->ToNetPacketGameListNew()->GetData(gameListNewData);
// Request player info for players if needed.
PlayerIdList::const_iterator i = gameListNewData.gameInfo.players.begin();
PlayerIdList::const_iterator end = gameListNewData.gameInfo.players.end();
while (i != end)
{
PlayerInfo info;
if (!client.GetCachedPlayerInfo(*i, info))
{
// Request player info.
client.RequestPlayerInfo(*i);
}
++i;
}
client.AddGameInfo(gameListNewData.gameId, gameListNewData.gameInfo);
}
else if (packet->ToNetPacketGameListUpdate())
{
// An existing game was updated on the server.
NetPacketGameListUpdate::Data gameListUpdateData;
packet->ToNetPacketGameListUpdate()->GetData(gameListUpdateData);
if (gameListUpdateData.gameMode == GAME_MODE_CLOSED)
client.RemoveGameInfo(gameListUpdateData.gameId);
}
else if (packet->ToNetPacketGameListPlayerJoined())
{
NetPacketGameListPlayerJoined::Data playerJoinedData;
packet->ToNetPacketGameListPlayerJoined()->GetData(playerJoinedData);
client.ModifyGameInfoAddPlayer(playerJoinedData.gameId, playerJoinedData.playerId);
// Request player info if needed.
PlayerInfo info;
if (!client.GetCachedPlayerInfo(playerJoinedData.playerId, info))
{
client.RequestPlayerInfo(playerJoinedData.playerId);
}
}
else if (packet->ToNetPacketGameListPlayerLeft())
{
NetPacketGameListPlayerLeft::Data playerLeftData;
packet->ToNetPacketGameListPlayerLeft()->GetData(playerLeftData);
client.ModifyGameInfoRemovePlayer(playerLeftData.gameId, playerLeftData.playerId);
}
else if (packet->ToNetPacketJoinGameAck())
if (packet->ToNetPacketJoinGameAck())
{
// Successfully joined a game.
NetPacketJoinGameAck::Data joinGameAckData;